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Question by Seneral · May 28, 2016 at 05:50 PM · unity 5textureimporting texturestextureformat16 bits

Missing 16-Bit (per channel) Texture Import Formats (only in scripting API)

I need to get a 16-or-more-Bit grayscale image into a rendertexture. Scrawk proposed a solution here, but also denotes that Unity 5 now supports 16-Bit-per-channel textures.

So I took a look and yes, the API of TextureFormat does contain these additional formats now (particulary interested in RHalf), just as RenderTextures (RenderTextureFormat) do.

BUT, how can I actually import my textures in these new formats? UnityEditor.TextureImporterFormat does NOT contain these new formats and as such I cannot see them in the texture importer format dropdown to import them as 16-Bit.

Here is a comparision of the options I have in 5.3.4f1: TextureFormat Comparisions

Has anyone a clue why they prohibited that? Or is this a bug?

textureformats-comparision.png (158.6 kB)
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avatar image Seneral · May 28, 2016 at 09:23 PM 0
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The only option I see is loading the textures manually... People often use .raw in my use case but it is poorly supported by software other than World$$anonymous$$achine and Unity. Other formats would require me to use other 3rd party libraries... Has anyone an idea?

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